- Azur Lane Weapon Dmg Modifiers 1
- Azur Lane Weapon Dmg Modifiers Guide
- Azur Lane Weapon Dmg Modifiers Chart
- Azur Lane Weapon Dmg Modifiers 10
- Azur Lane Weapon Dmg Modifiers 2
- Azur Lane Weapon Dmg Modifiers Download
- The following documentation is transcluded from Template:Energy weapon modifiers/doc (edit):
This template is used to call the modifiers for a specific weapon type.
The parameters you can enter are:
- Standard - Weapons with the standard proc types (Phaser, Disruptor) released at the beginning of the game
- StandardNonCrafted - Weapons with the standard proc types but without special mods
- Hybrid - Rare or higher quality weapons with more then one proc type, at the cost of a mod
- HybridVR - Very Rare or higher quality weapons with more then one proc type, at the cost of a mod
- Special - Rare or higher quality weapons with new single proc types such as Nanite Disruptors or Elachi Disruptors
- SpecialVR - Very Rare or higher quality weapons with new single proc types such as Agony Phasers
- Elite - Elite Fleet Phasers/Disruptors
- CraftedVR - Crafted weapons like Omni-Directional or Wide Arc DHC with minimum Very Rare quality, standard proc types.
Weapon damage is your base weapon damage, multiplied by strength modifier, multiplied by weapon skill and fighting skill modifiers. Slaying bonuses and weapon enchantment are added afterwards. Actual damage components are randomly rolled in four places: Strength modifier, 1d(Base. Strength modifier), Weapon skill modifier and Fighting modifier. Weapon Durability Modifiers. Durable Substantial Massive Fortified Indestructible Weapon Metal Colors. Iron Dull Copper Shadow Copper Bronze Gold Apapite Verite Valorite Metal types/colors for player made weapons only affects the durability of the weapon. It does not increase damage or accuracy.
Following example will display the modifiers that affect standard weapon types such as phaser, disruptor, etc etc.:
Uncommon Energy weapon modifiers will have one modifier suffix, Rare will have two, Very Rare will have three, and Ultra Rare will have four. Epic adds a fifth unique modifier.
Azur Lane Weapon Dmg Modifiers 1
Standard Modifiers: Can appear multiple times (e.g. [Acc]x2, [CrtH]x3, [CrtD]x4 etc)
- [Acc]: +10 Accuracy Rating
- [CrtD]: +20% Critical Severity
- [CrtH]: +2% Critical Chance
- [Dmg]: +X Damage
- Re-engineering options:[Acc], [CrtD], [CrtH], [Dmg].
Special Crafted Modifiers:These modifiers can appear once on crafted Energy weapon modifiers of Rare quality and higher:
- [Over]: [Beam] 2.5% Chance: Upgrades your next beam attack. Deals massive Energy Damage, but drains your Weapon Power.
- [Pen]: All attacks with this weapon ignore 10 Armor Rating
- [Rapid]: [Cannon/Turret] 2.5% Chance: Activates Rapid Fire mode for all cannons on your ship for 2 seconds
- [Snare]: to target: -5% Speed and Turn Rate on hit
- [Thrust]: to self: +5% Speed and Turn Rate when firing
- Re-engineering options: these modifiers cannot be re-engineered.
Epic Modifier:All energy weapons upgraded to Epic quality receive:
Azur Lane Weapon Dmg Modifiers Guide
- [Ac/Dm]: +10 Accuracy Rating and +X Damage
- Re-engineering options:[Ac/Dm], [Ac/CrtD], [Ac/CrtH], [CrtD/Dm], [CrtH/CrtD], [CrtH/Dm].
Available supbages:
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In GURPS, being successful in hand-to-hand combat involves skill and the right weaponry — melee weapons like daggers, smallswords, sabers, and large knives are effective. When your character is making a melee attack on an opponent during combat, figure your effective skill by
- Taking your base skill with the weapon or unarmed attack you are using.In some situations, another skill — e.g., Free Fall, Riding, or Environment Suit — will limit this skill.)
- Applying the relevant modifiers below.Modifiers are cumulative, but combined visibility penalties cannot exceed –10 (–6, if used to blindness). If any modifier marked with an asterisk (*) applies, adjusted skill after all modifiers cannot exceed 9.
Azur Lane Weapon Dmg Modifiers Chart
A roll of this number, or less, is a hit.
Attacker‘s Maneuver
- All-Out Attack (Determined): +4
- Move and Attack: –4*
Azur Lane Weapon Dmg Modifiers 10
Attacker‘s Posture
- Crawling or lying down: –4 (if attacker is crawling, he can only make reach “C” attacks)
- Crouching, kneeling, or sitting: –2 Os x 10.5 install dmg.
Attacker‘s Situation
- Affliction (coughing, retching, etc.): See Afflictions on p.428 in GURPS: Basic Set: Campaigns
- https://yellowhi149.weebly.com/mac-os-x-install-dmg-terminal.html. Bad footing: –2 or more (GM’s option)
- Grappled: –4
- Holding a large shield: –2
- Major distraction (e.g., all clothes on fire): –3 or more (GM’s option)
- Minor distraction (e.g., part of clothes on fire): –2
- Mounted, and mount attacked on its last turn: –2
- Mounted, and mount’s velocity relative to target is 7+: –1
- Shock: –HP of injury received last turn (maximum –4)
- ST below that required for weapon: –1 per point of deficit
- Wearing a shield in close combat: –DB of shield
Other Actions by Attacker
- Deceptive Attack: –2 per –1 penalty to foe’s defense
- Os x mojave dmg iso. Dual-Weapon Attack: –4/–8 with primary/off hand (–4/–4 w. Ambidexterity)
- Evaluate: +1 per turn (maximum +3)
- Off-hand attack: –4 (no penalty w. Ambidexterity)
- Rapid Strike: –6 on both attacks (–3 with Trained By A Master or Weapon Master)
- Striking into close combat: –2
- Wild Swing: –5*
Azur Lane Weapon Dmg Modifiers 2
Target (choose one)
Azur Lane Weapon Dmg Modifiers Download
- Hit location: 0 for torso, –2 for arm or leg, –3 for groin, –4 for hand or foot, –5 for face, –7 for skull; impaling and piercing attacks can target vitals at –3 or eyes at –9
- Hit location, through chink in armor: –8 for torso, –10 anywhere else (e.g., eyeslits)
- Weapon, to damage: –5 to hit a reach “C” weapon (e.g., knife) or pistol; –4 to hit a reach 1 weapon (e.g., broadsword); –3 to hit a reach 2+ weapon (e.g., spear) or rifle
- Weapon, to disarm: as above, plus an extra –2 if not using a fencing weapon
Visibility
- Cannot see anything: –10 (–6, if used to blindness)*
- Cannot see foe: –6, or –4 if you know his location to within 1 yard*
- Partial darkness, fog, smoke, etc.: –1 to –9 (GM’s option)